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gundamkyoukai

Member
Oct 25, 2017
21,317
This fixation that some users have on discrediting Alex is now bordering on creepy. It might be time for the moderation team to step in and set some rules. I don't understand why it should be in any way acceptable for people to keep constantly tagging Alex and calling for him to respond to any comment, tweet or theory on the internet as if he is being put on trial. At which point does this stop being an ernest discussion in good faith and starts becoming harrassment?

Is it not better for him find out and can clear thing up instead of letting people say what ever they want ?
Plus it's not like this was a random person info that sncvsrtoip was asking him about .
 

GhostTrick

Member
Oct 25, 2017
11,459
I don't think he refer to how you build the world, but how it is rendered.
You use procedural texturing to "generate" the world, but this will still make assests and texure in the end.

After that, you have No Man's Sky which generate almost eveything from procedural generation.

That's also what I understood too. The texture is created by artists but it's different from the asset already being textured and fully loaded from the drive.
 

MrKlaw

Member
Oct 25, 2017
33,254
But if you follow the logic of much of this thread, the SSD would enable unprecedented amounts of unique detail if you are swapping your VRAM constantly. Which would mean unprecedented amounts of disk space being used by games.

Well of course you'll have your hyperbole filter active when reading this forum :)
 

Deleted member 55966

User requested account closure
Banned
Apr 15, 2019
1,231
Would Sony raise their BOM "just" for faster load times if there is nearly no benefit in game compared to a SSD solution with half the speed?

Thx for the detailed explanations so far!
Jumping from 80MB/s to 2GB/s SSD would have been huge and cheaper than what Sony did.
I have to believe that they invested and designed this for a reason.
That IO is supposed to manage data in a way that not even high end PC can currently do, or is far from standard.
It may end up being overkill or revolutionary. But I need to wait and see.
So I've only read the past page and a half (bear with me), but Sony's approach is interesting because their box is seeking to change the way developers make their games. The PS4 was crazy because they had a massive (at the time) 8GBs of really high end RAM, but they still had a slow 5400RPM HDD. That meant as a dev it was essential to keep that 8GBs filled with "hot" data because your load times drove off a cliff as soon as you had to grab anything from the HDD. By doubling the RAM (a modest bump) and bringing the SSD read time up a massive amount in the PS5 they've greatly reduced the penalty for grabbing data from disk. While the XSX reduces this penalty by the fact it's got an SSD, their box looks to keep the power balance of the previous generation.

This upcoming gen reminds me of the PS2 / XBOX / GCN generations and before. Both consoles are going to be powerful, but in completely different ways.
 

Sklaary

Member
Mar 21, 2020
546
Boy I hope the games will speak for themselves and this SSD+TF conversations getting over. June make it happen pls
 

eightg4

Member
Oct 31, 2017
138
Paris, France
Deserve what? The ire of a tiny fraction of impatient enthusiasts?

Sony are a smaller company and have won every generation so far, even when they messed up with the PS3.

They've been underpowered against Xbox in every generation but half of the last one, underpowered by far bigger margins than this theoretical 17% we are looking at here.

And they haven't revealed shit yet. Would you say Apple have done a piss poor job marketing the new iPhone in the period before they've actually revealed it?

There is barely anyone talking about the new consoles yet because we haven't seen any games.

Just because Microsoft are in the position they are in, coming from behind (and honestly, maybe in third place in console mindset behind Nintendo) doesn't mean Sony have to suddenly reveal their hand.

100%. Ccouldn't have said better myself.
 
Mar 22, 2020
90
Thank you. I am still expecting both PS5 and XSX to consume much more than 200W.
Well when you say "much more" than 200W, I also don't expect it to peak over 250W. People who did teardowns of the XSX found out the PSU is rated for 255W+60W. I'm gonna extrapolate from existing Navi and Zen2 chips.
Usually, the GPU at 1850/1900MHz and 36CUs consumes 190 to 220W, an eight core CPU usually consumes 80 to 110W.
  • Removing SMT shaves 15% of the power consumption. The lower clocks and monolithic chip should allow as low as 60W.
  • TSMC N7P should allow 10% lower power for the same clock frequency. Or 7% higher clocks at the same power consumption (GPU >2GHz).
  • For the new RDNA2, a lot of stuff has apparently been improved by AMD.
  • It's hard to say if they really hold their 1.5x perf per watt improvement, if they do, it means 250W definitely fits the design.
  • I would still expect higher pow er consumption from the XSX since bigger chips usually overcome a smaller chip even with raised clocks.
  • I think the SSD and controller shouldn't participate to too much power, although it's unclear what the ASICs consume.
Intake slits are akin to those on the trash can mac pro. The problem here is there's not much air velocity created by the top fan and slits themselves as well as the rear mesh look to be somewhat limited/obstructed. Is it possible the xsx is drawing a lot less power than we think?
I'm not a specialist in Macbooks, but I know Apple usually has poor contact to their heatsink and use a lot of inneficient blower fans. Here, the intakes are at least twice the size, and the 130mm should beat a blower. In the case of Apple, they also tune their threshold temperature for starting the fan at over 80°C, hence it's always running very hot, but keeps quiet until it's critical. I'm sure Microsoft was much more cautious. Since it's also AMD and not Intel, there are more progressive voltage and frequency steps because of the temperature.

Are they though? I'm expecting hidden GPUs by next month.
What's a hidden GPU ? I looked at further posts but I don't understand what you meant.

It's not just navel gazing, and it's not that I've ever suggested the PS5 GPU will outperform the Series X (honestly, read my posts and you'll see I expect the opposite with a lot of unknowns about the likely margin.) No, it's that obsessing over a single statistic can lead to poor conclusions about system performance. We don't know how next-gen titles rendering lots of very small triangles scale with clock speed vs. CU count. We don't know how the split data bus width on the Series X is going to play out in practice compared to something unified. We don't know how much impact streaming data from SSD is going to have on other available resources for either system. We don't know how the two graphics APIs scale for the kinds of games developers want to make.
I would agree that a single metric is a pretty bad way to estimate performance (especially teraflop that mixes frequency, CUs and different functions to produce a single figure). Although, as some people have pointed out, since both GPUs are of the same architecture, it does make "a bit more" sense (but more than no sense is still no sense). Cerny made it clear more CUs is less efficient, but this was more an academic point on bigger chips doing the same work with lower average utilization of CUs. In reality, it's still more powerful. If I was making a poor analogy, it's like comparing public transport systems on two fairly large cities:
  • The smaller city doesn't have underground transportation, and the rest of the lines are limited but still cover quite a lot.
  • The bigger city uses every transportation system, but the tickets and subscriptions are more expensive.
I wouldn't be able to say one is definitely better. Up to a point, memory capacity also doesn't lead to drastic changes. Faster RAM though, usually leads to significant increases in framerates, especially on RDNA1. I couldn't say if higher clocks are more susceptible to stalling. I've seen people saying rasterizing capacities are higher on PS5 based on frequency alone... However we don't know if a 52 CUs wouldn't include more rasterizers. I believe the smaller Navi dies had 2 less rasterizers, the bigger die could use 2 more.

(EDIT to add) The things that blows me away is how much more focused people are on deciding which one "wins" rather than getting excited about the kinds of games they'll be able to play regardless of what they purchase. The one thing about which there can be no question is that we'll have drop dead gorgeous, amazing games for both systems.
I very much agree. I don't see a reasonable person looking at the XSX/PS5, saying 'wow this is really powerful' then looking at the PS5/XSX and not saying 'this also looks pretty amazing, or more powerful than most computers bought this year'.
 

Dark1x

Digital Foundry
Verified
Oct 26, 2017
3,530
They wouldn't. Except I didn't know since last time I asked Dark1x whether N7P was being marketed by MS as 7nm 'Enhanced' on Twitter, I got no response.

Thank you.
They noted some distinction between Plus and Enhanced but I don't recall the difference. Also, sorry about lack of reply, I could not keep up with the messages and tweets. Overwhelmed!
 

anexanhume

Member
Oct 25, 2017
12,918
Maryland
They noted some distinction between Plus and Enhanced but I don't recall the difference. Also, sorry about lack of reply, I could not keep up with the messages and tweets. Overwhelmed!
Sometimes they do customized versions of nodes for some customers (read: Apple). I would not expect a console to be one such customer, but it's certainly possible.
 
Mar 22, 2020
90
  • Curious why you think SMT won't be part of next gen
  • AFAIK MS stated that they are using "7nm Enhanced" and nothing as such from Sony. Regardless, no official word on whether "7nm Enhanced" is the same as N7"Performance".
Well, it's been confirmed SMT is part of both consoles' CPU, so it's definitely nextgen. However I think it's reasonable to assume some games will want to run with SMT turned off and push as much power as possible in the GPU. A few years from now, it might not be exactly true, but it's hard to tell (PCs and consoles definitely increased core counts over the year though).

Yes, AMD had an initial mix up on the node they're using (I'm sorry, the 360p video makes it unreadable) more info here confirms they're using N7P.

They noted some distinction between Plus and Enhanced but I don't recall the difference. Also, sorry about lack of reply, I could not keep up with the messages and tweets. Overwhelmed!
  • N7P is a nodelet still DUV-based, but brings 10% lower power at the same clock frequency or 7% higher clocks at the same power.
  • N7+ adds density improvements (20%) and further power and frequency improvements. It is the first TSMC node to rely on EUV, and should definitely add significant gains in frequency and power, also yields are expect to improve quite a lot since it requires less manufacturing steps.
 

Labinlima

Banned
Jan 16, 2020
339
So the PS5 is less powerful than the Xbox SX. So what? Sony's brand was always about powerful, yet consumer accessible technology.
Playstation Turkey closed ''Deals and Discounts'' tab in case you didn't know. So accessiblity isn't always the case. No one at Era talks about it because people don't care until nail hurts them.( Please GOD, don't ban me for platform warring mods because I don't!)
 

MaLDo

Member
Oct 27, 2017
1,417
I am not sure why he thinks I am talking about run time procedural texturing, as I am not wanting to talk about that? So I am not sure why he thinks I am? Perhaps I wrote it in a way where he thinks it is?

My point is (I guess no one understands it still with the way I wrote it here on ResetEra, oddly enough it seems it was understood on Beyond3D?):

Imagine you have 2 ways to prepare a texture. One in which it is a completely bespoke 4k texture baked out from a high res model. Then you have another way where it has a lower base resolution (1024) and its detail is then made up by stamped or instanced trims, decals, shared repeating detail textures. The latter is the direction modern game dev has gone, and most especially modern open world development since you are sharing much of the detail layering between objects.

The first requires a lot more space on the disk and indeed in VRAM. It represents the idea of every object being wholly bespoke, unique, and static in memory as that asset. The other type of texturing system is smaller in VRAM and on Disk, and it also requires less artist time since you are not remaking an entire asset to create variation, rather you are changing decals, trims, base colour, etc. at run time in editor (as was shown to DF by Cloud Imperium Games, id, and I am very sure many other game studios have switched over to this method of detail creation). I called the later procedural, as I understand it as that. Not procedural as in "the GPU is generating textures".

The idea that an open world game would want fully bespoke completely unique details enabled by something like, textures, and therefore need to swap out huge swathes of (texture) data as you merely turn the camera about is anti-thetical to how asset reuse (trims, decals, tiling detail textures) is integral to making modern games with large scales where they cannot spend the time to make fully bespoke textures. It is also very confusing to imagine you would need to need to flush such large amounts GPU memory when turning the camera in such a game (even one with very unique textures per asset), considering you are only going to be seeing mip 0 very close to the camera. You would be swapping only a number of extremely large textures in reality, and further mid distance and far detail would perhaps not be swapping at all, or would be swapping mid chain low res mips. Why? To prevent aliasing, of course, which is why we use mipmaps as well.

that could be ideal hardware for the now dead Carmack megatexture XD
 

Duderino

Member
Nov 2, 2017
305
I am not sure why he thinks I am talking about run time procedural texturing, as I am not wanting to talk about that? So I am not sure why he thinks I am? Perhaps I wrote it in a way where he thinks it is?

My point is (I guess no one understands it still with the way I wrote it here on ResetEra, oddly enough it seems it was understood on Beyond3D?):

Imagine you have 2 ways to prepare a texture. One in which it is a completely bespoke 4k texture baked out from a high res model. Then you have another way where it has a lower base resolution (1024) and its detail is then made up by stamped or instanced trims, decals, shared repeating detail textures. The latter is the direction modern game dev has gone, and most especially modern open world development since you are sharing much of the detail layering between objects.

The first requires a lot more space on the disk and indeed in VRAM. It represents the idea of every object being wholly bespoke, unique, and static in memory as that asset. The other type of texturing system is smaller in VRAM and on Disk, and it also requires less artist time since you are not remaking an entire asset to create variation, rather you are changing decals, trims, base colour, etc. at run time in editor (as was shown to DF by Cloud Imperium Games, id, and I am very sure many other game studios have switched over to this method of detail creation). I called the later procedural, as I understand it as that. Not procedural as in "the GPU is generating textures".

The idea that an open world game would want fully bespoke completely unique details enabled by something like, textures, and therefore need to swap out huge swathes of (texture) data as you merely turn the camera about is anti-thetical to how asset reuse (trims, decals, tiling detail textures) is integral to making modern games with large scales where they cannot spend the time to make fully bespoke textures. It is also very confusing to imagine you would need to need to flush such large amounts GPU memory when turning the camera in such a game (even one with very unique textures per asset), considering you are only going to be seeing mip 0 very close to the camera. You would be swapping only a number of extremely large textures in reality, and further mid distance and far detail would perhaps not be swapping at all, or would be swapping mid chain low res mips. Why? To prevent aliasing, of course, which is why we use mipmaps as well.

Back when the Xbox One X released and games like Fallout 4 started releasing "4k" texture packs, I recall making the case that it was an excessive use of memory for this very reason.

That's not to say larger textures don't have a place though. For example while a micro texture approach is great for saving memory and representing more up close detail, larger textures are still quite beneficial for open world macro detail, such as terrain in the mid to distant background. Micro textures by themselves give a very noisy, tiled look at that scale. Might sound a little odd to some people, but in this case larger textures' MIP levels can actually improve the look at a distance. Acts sort of like a blur on details that really shouldn't look razor sharp (and aliased). Like its own form of cheap filtering. Believe we are on the same page here.

There is also a case to be made for use of (compressed) FP16 textures to reduce banding artifacts with some key maps. Could also come into play if we see wider use of displacement. And then there are UI textures, the often less thought of but notable hit on available resources.

All that said, I don't think textures are where we'll see the biggest benefits to SSDs. There will be less texture streaming issues for sure, but generally speaking the texture handling in nearly every game engine today will pull in lower MIP levels to accommodate for larger loads. (Some more gracefully than others)

IMO, it's the wrong focal point of this discussion. We should be talking what these faster SSDs mean for things less practical with the HDD needle before. Streaming in stuff like individual mesh LODs instead of the lot, only relevant animations within a given spread of time, etc. Some of that unfortunately though will require a lot of reworking to underlying engine architecture that has been built around the limitations of HDDs.
 
Last edited:
Mar 22, 2020
90
Back when the Xbox One X released and games like Fallout 4 started releasing "4k" texture packs, I recall making the case that it was an excessive use of memory for this very reason.
In the case of Fallout 4, it was a strong outlier at the time, on account that Bethesda's devs really wouldn't tone down the amount of assets they were streaming from memory. If you can find it, there is a Hardware Unboxed video that shows a linear plot on memory frequency and timings (so bandwidth) where you can achieve over 2x the framerate by going towards DDR4-3200 or DDR4-3600.
 

Sklaary

Member
Mar 21, 2020
546
twitter.com

QUANTUM ERROR on Twitter

“@Spreewaldgurk10 Ray-tracing is not to far off from doing full dynamic lighting, it’s reacts like real world light. In engine so far pretty easy and results are absolutely beautiful 😇”

just asked him :)
 

Leeen

Member
Apr 15, 2018
84
4k60fps full raytracing on PS5? I am still in the "I'll believe it when I see it" camp. But I'd be lying if I said this isn't making me excited.
 

Fredrik

Member
Oct 27, 2017
9,003
4k60fps full raytracing on PS5? I am still in the "I'll believe it when I see it" camp. But I'd be lying if I said this isn't making me excited.
Yeah if this happens early on then it bodes well for this generation!
There has been comparisons to RTX 2080 that got me nervous, a 2080 isn't pushing full RT in 4K at 60fps all that well.
 
Mar 22, 2020
90
RTX 2080TI isn't pushing full RT in 4k. Least of all in 60fps.
It's too early to tell but I would expect 52CUs of RDNA2 to be quite close to a 2080 Ti, especially in RTRT given AMD uses latest, more efficient RTRT APIs and cuts down latency with new shader techniques. However we still have no proofs of performance when running a demo.
Hmmm... And PS5 is doing it according to Quantum Error. What piece of the puzzle are we missing here? Less demanding other effects?
Consoles usually rely on quite a lot of upscaling and super resolution tricks to render in 4K. They also might tune graphic settings to fit the framerate target. I mean, Nvidia also does rely on DLSS this generation.
 

BreakAtmo

Member
Nov 12, 2017
12,964
Australia
RTX 2080TI isn't pushing full RT in 4k. Least of all in 60fps.

Yep. According to some recent benchmarks I've seen, if you set Control up with totally maxed out visuals including all of its ray tracing features on a top-end of with a 2080Ti, you need to use the DLSS 2.0 Performance Mode (where it renders at 1080p and reconstructs to 2160p using the otherwise-unused tensor cores) to just barely manage an average of 60fps. Thankfully, DLSS 2.0 is apparently really effective, with the quality mode being equal to native 2160p and performance mode being only somewhat worse.
 

anexanhume

Member
Oct 25, 2017
12,918
Maryland
Control lead programmer:

metro.co.uk

Remedy describes PS5 upgrades for Control, hypes up ray-tracing and SSD

Remedy is the latest developer to heap praise on the PlayStation 5, saying that Control will play even better on the console.

it's the new SSD that really stands out; essentially streaming will become something that we don't really have to worry so much about and it will free up some extra CPU bandwidth in the process. 'For something like Control that could translate to an even deeper destruction system, richer, more detailed worlds, and simple quality-of-life improvements like instant reloading after dying.'
 
Oct 27, 2017
2,076
Halo's co-creator says PS5's SSD tech 'will make a huge difference' for designers

"It will make a huge difference," Lehto told VGC. "It will open up the door for more expansive content that can stream a lot faster. Players won't be waiting on load screens and we won't have to hide loading behind cinematics and that kind of thing.

"It will just help make things a lot more seamless and fluid for the player when it comes to their experience on those consoles.

"I am really excited about that because that's one of the things that's really hard for us in particular right now: dealing with those old platforms. These platforms have been around for what, seven years? Developing for them is like developing for machinery in the stone age."
 

Deleted member 65994

User requested account closure
Banned
Apr 14, 2020
627
Jun 23, 2019
6,446
thisgengaming.com

Ex-Sony Dev: PS5 Will Struggle With Big Third Party Open Worlds; Can’t do Real Time Ray Tracing - ThisGenGaming

Whilst the official specs are out in the wild, it’s still unclear just how big the power difference is between the Xbox Series X and PS5. Since the reveal of the PS5 specs, we’ve seen multiple Sony developers come out and say that the PS5 performs better than the specs suggest and the power...

This literally just got locked as a thread and is the same guy as before who hasn't worked for Sony in over 10 years.

e02e5ffb5f980cd8262cf7f0ae00a4a9_press-x-to-doubt-memes-memesuper-la-noire-doubt-meme_419-238.jpg
 

Deleted member 5028

User requested account closure
Banned
Oct 25, 2017
9,724
thisgengaming.com

Ex-Sony Dev: PS5 Will Struggle With Big Third Party Open Worlds; Can’t do Real Time Ray Tracing - ThisGenGaming

Whilst the official specs are out in the wild, it’s still unclear just how big the power difference is between the Xbox Series X and PS5. Since the reveal of the PS5 specs, we’ve seen multiple Sony developers come out and say that the PS5 performs better than the specs suggest and the power...
I suspect it came from this podcast

Mod edit: We do not provide a platform for Dealer or their content here.
 
Last edited by a moderator:

MrKlaw

Member
Oct 25, 2017
33,254
- SSD should be ideal for open world, not sure how that makes sense
- we don't have details on how AMD ray tracing works so until then isn't it safer to assume performance will scale with TF rather than number of CUs and therefore differences will be in line with overall performance delta (15-18%)
 

pswii60

Member
Oct 27, 2017
26,726
The Milky Way
This literally just got locked as a thread and is the same guy as before who hasn't worked for Sony in over 10 years.

e02e5ffb5f980cd8262cf7f0ae00a4a9_press-x-to-doubt-memes-memesuper-la-noire-doubt-meme_419-238.jpg
Indeed. But you should read the mod post in the locked thread which might help understand why it is now being discussed here.

Regardless, the idea that PS5's GPU is somehow going to prevent big open worlds next gen is every bit as ridiculous as the idea that XSX's SSD would pose the same limitations.
 

Deleted member 11479

User requested account closure
Banned
Oct 27, 2017
1,053
thisgengaming.com

Ex-Sony Dev: PS5 Will Struggle With Big Third Party Open Worlds; Can’t do Real Time Ray Tracing - ThisGenGaming

Whilst the official specs are out in the wild, it’s still unclear just how big the power difference is between the Xbox Series X and PS5. Since the reveal of the PS5 specs, we’ve seen multiple Sony developers come out and say that the PS5 performs better than the specs suggest and the power...
Saying that PS5 cannot do real time ray tracing and that Cerny skipped over it is factually incorrect.
He talked about in the April 2019 Wired Article, he reconfirmed it in the October 2019 Wired Article, and he talked about in the Road to PS5 presentation.
 

alstrike

Banned
Aug 27, 2018
2,151
thisgengaming.com

Ex-Sony Dev: PS5 Will Struggle With Big Third Party Open Worlds; Can’t do Real Time Ray Tracing - ThisGenGaming

Whilst the official specs are out in the wild, it’s still unclear just how big the power difference is between the Xbox Series X and PS5. Since the reveal of the PS5 specs, we’ve seen multiple Sony developers come out and say that the PS5 performs better than the specs suggest and the power...

It's been a month since I last set foot on this thread and I knew immediately the bump was gonna be that clickbaity article.
 

Desodeset

Member
May 31, 2019
2,342
Sofia, Bulgaria
thisgengaming.com

Ex-Sony Dev: PS5 Will Struggle With Big Third Party Open Worlds; Can’t do Real Time Ray Tracing - ThisGenGaming

Whilst the official specs are out in the wild, it’s still unclear just how big the power difference is between the Xbox Series X and PS5. Since the reveal of the PS5 specs, we’ve seen multiple Sony developers come out and say that the PS5 performs better than the specs suggest and the power...

Everybody keeps quoting that guy, who has been former Guerrilla dev (10 years ago). But he behaves literally as some kind of fanboy. His twitter is full with Xbox stuff and he is part of that Xbox Gang around Dealer. There is nothing wrong to be a fan or fanboy, but that makes you a biased source.